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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Current run I went straight to the northwest corner and the bulk of the templars killed each other trying to grenade me

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verbal enema
May 23, 2009

onlymarfans.com
This game rules I love this poo poo

Ramie
Mar 2, 2021

this thread rules also . ty verbal enema for getting the ball rolling and everyone else for playing hot potato with the ball

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus


Alright, it's time to defend Grit Gate. Before we talk to Otho and officially kick things off, lets gear everybody up a little.



We know the tinkering recipes for a bunch of grenades, so giving all our friends a couple can really turn the tide in our favor. While I could make some "High Explosive" or "Acid Gas" grenades, considering that we want to keep Grit Gate intact and its inhabitants alive, I decide to go with something that has a little less risk of collateral damage.

You can see the bits needed to craft the grenade on the right. Since the rarest thing we need is some phasic power systems we can afford to craft a ton of flashbang grenades. I tinker up a couple for everybody.






I also use up our two photonics bits crafting two more light rails. Light rails have the same damage as laser rifles but 4 more penetration, which makes a big difference against armored targets like the Putus.




Time to kick things off.






This time, the Putus are invading from the main entrance and the secluded area in the upper left. That's a pretty good combo. Let's spend our power activating defenses.




There's no point activating laser turrets this time, with so many allies to get in their way. We turn on Rodanis Y instead, a powerful melee fighter. He takes a lot of power and can only be in one place at a time, but he should be able to help out more in a crowded brawl.



In the upper left we activate another of Grit Gate's defenses, a force projector. One you turn it on, you draw a line up to 9 tiles long...




And it makes a forcefield wall along that path. Hopefully, walling off the left area like this means we'll be able to divide and conquer the invasion without giving them a chance to attack the bears. That said, it's always possible that the templar will have emp grenades to deactivate it, or resonance grenades to take down the walls, so we can't rely on the force barrier completely.



We spend the rest of our power overclocking the chromelings as high as we can. The chromelings aren't terribly strong, but there's a lot of them, and 40 quickness is a pretty big boost.



Here's our positions as we wait for the templars to arrive. Minmo and some of the trolls are watching the left in case the templars break through, while the rest of us wait at the main gate.



With another shake, the templars show up to attack.

We can't see what's happening in the upper left, but it looks like the troll foals are starting to move in, so it's possible the templar emp'ed the force projector.



The templar at our end open by throwing a bunch of thermal grenades, which is easier to handle.




We activate temporal fugue as Esther and the pope move in.




Then all the clones activate their force bracelets, blocking off the hallway and making it impossible to shoot through.




Fortunately they burn through their batteries quickly. The battle down here is pretty chaotic and with the narrow chokepoint at the door it's hard for us to get a good shot at anything. Too many cooks in the kitchen.

It looks like things are under control in the south, so we turn on our rocket skates and head north.



pshoooooooo



Oh god drat it, which one of you assholes friendly fired someone?



Great use of the passive voice, narration box. Big "officer-involved shooting" energy.

One of my fugue clones must have tagged Haggabah with a gravity grenade - they pull everything in the AOE towards the center and cause collision damage when they hit, hence the weird language



Anyway, up north we get our first and last clean shot at an enemy. It looks like at least some Putus have slipped out the door over here.



You can really see the extra penetration on the light rails paying off.



The rest of the party is following us this way, so the Putus group down south must have been finished off.



This Banner-Knight's already in a pincer attack between Jotun and 1-FF, but we may as well join in so we can all head into the back room toge-



drat it, the pope, watch where you're going!

His force bubble is strong enough to push the walls of the farm around, walling us off from the templar and generally making a mess of things.



Well, a legendary Putus must have died somewhere. We didn't see them so they're probably still in the back room.



We try to squeeze through to take a look, but of course the antipope has his force bubble on too, blocking the path.



Finally we're able to turn the corner and get a look at the other fight. Esther's frozen, there's a cloud of sleep gas, and it looks like Dardi and Minmo are fighting a gunner.



I was worried when I saw Dardi in red next to an enemy, but thankfully it's not his blood.



Once the antipope drops his bubble we should be able to



Uggggh. Just wait it out?



Fine, whatever, we dig our way around the pope's force bubble.



We can't see any more enemies from here, but we can see that Esther is still fighting a gunner around the corner.



Not now, autopickup! Usually this does't activate in combat, but since there's no enemies that we can see, Louis will automatically scoop up nearby unidentified artifacts, even if they put him overweight.



We dump them and turn the corner just in time for the last invader to die.



Great job, team.



The farm's a mess, but we can probably blame that on the templars. Those broken wires might also have been caused by, um, a templar rocket skating past them...




Anyway, time for the moment of truth.



Not perfect, but it's definitely a lot better than last time.




Time for the Rainbow Woods, round two.

verbal enema
May 23, 2009

onlymarfans.com
Good poo poo

Is everyone coming to the Rainbow Wood lol?

Pigbuster
Sep 12, 2010

Fun Shoe

Otho posted:

No crops were ruined

you sure about that, buddy

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
lmao it sure is a good thing you've got that sky-high ego, because all of your shop prices are gonna be rear end from now on

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

Angry Diplomat posted:

lmao it sure is a good thing you've got that sky-high ego, because all of your shop prices are gonna be rear end from now on

:smuggo: Shop prices don’t matter when the merchants try to kill you on sight

Breadmaster
Jun 14, 2010

Snake Maze posted:

:smuggo: Shop prices don’t matter when the merchants try to kill you on sight

Ah, the five-fingered quad-rifled discount.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus


We head down into Barathrum's study.









To recap: the spindle is a space elevator, and someone is waiting at the top. We need to find Pax Klanq and get their help to build a climber we can use to ascend.

First, though, we should clean up Grit Gate a bit. There's a lot of artifacts lying around, as well as some Putus corpses with perfectly good implants we can butcher out.




Like this! A biodynamic power plant is an amazing implant if you're good enough at tinkering to mod 'jacked' on to your items. Which we are.




We don't have a lot of implants installed now, but the ones we do have are all amazing.




Now that we have the power plant installed we mod our force bracelet to be jacked. We can now keep it on 24/7 - there's no need to ration batteries or worry about swapping in a new one mid-fight. There's a lot of enemies in the game who don't have any answer to that.



We don't have the photonic bits to make our guns jacked just yet, but we probably will once we're done looting cleaning up - the putus tend to have some high tier artifacts.



For example, the elites like using these ontological anchors, which protect the wearer from teleportation and other extradimensional effects.



And one of the gunners had a hypertractor, which is useless for our build but disassembles into some valuable bits.



A magnetic core can be a pretty fun implant. With tinkering we can make guns magnetized, which lets us equip them in the floating nearby slot, so with this we could use up to 6 guns at once. It's mutually exclusive with the power plant though, since they both require the body slot, so we'll pass for now.



Up north we get a really nice find. A freeze ray is a rifle with very high accuracy and almost no damage. What it does do is freeze people solid - anyone without high cold resist will be immobilized for at least a couple turns after getting hit. Usually this means deciding between using your missile weapon for damage or crowd control, and there's a lot of builds where it's worth giving up your ranged damage for it - pairing it with a melee build or corrosive gas can be very effective.

But with a truekin quadwielding rifles you don't need to choose. You can use a freeze ray along with three damage dealing guns to lock people down while still shooting them to death. Since every shot drops their temperature further and further, anything without massive cold resist just gets stunlocked to death as soon as you start shooting.



These last few addition have made our build very strong.



We're also able to jack our rocket boots. This isn't crazy powerful like jacking our force bracelet is, but it is very convenient. Usually the boots require oil, rather than batteries, and keeping a supply of oil on hand is a lot heavier than keeping a couple batteries. Now, though, we can rocket around as much as we want.



As we finished up autoexplore tried to make us dig through a wall. Our allies saw we were targeting something and helpfully threw their flashbang grenades at the target. Great work gang, keep it up.



We stop by the stilt, one of the few places where the merchants don't want to kill us. I'm still holding out hope that the bookbinders will sell us enough Shroedinger's pages that we can get back to neutral with the Consortium of Phyta.



A couple fights break out, though not with us specifically. There seems to be some weirdness with the troll foals where sometimes they won't spawn as a follower-of-a-follower but instead as a free troll. They're neutral with us, and the townspeople are neutral with us, but the townspeople and unaffiliated troll foals will usually try to kill each other, some sometimes shots go wide and the townspeople aggro on each other.



The gutsmonger's guards even have to earn their paycheck as a rogue foal goes after them.

We head ouside the stilt for a bit.




Guys, it's been great. Just, stand out here in the desert, outside of town, and wait for me to get back. Thanks!



The Stilt's looking great! We didn't find any shroedinger's pages, sadly, but we picked up a couple more salve injectors. Time to head for the Rainbow Woods.



:dogstare:

I'm ignoring this for now, but it would be fun to try and recruit Oboroqoro later on. Apes dislike us, but not enough to be hostile, so if we could find some regular ape lairs we could build up our rep.



We head back into the woods. There's no messages about the primordial soup reacting, so this screen should be peaceful.



We try to shoot one of the spore emitting mushrooms. The Pope helpfully locked it up with a force wall, preventing it from running away (and making it impossible to shoot)





On the next screen he does the same thing, but also drops a pyrokinetic field on the mushroom, so, good enough.




We arrive in the center without encountering any hostile sludges. The pope walls off another mushroom. Warden Une apparently doesn't believe in force walls, and spends 100 turns shooting at it until the wall finally drops and he's able to kill it. Teamwork!





We eat a mushroom. Time for the hard part.




With the rocket skates on we can move almost at normal speed. Attacking or shooting anything with make us stop skating, but as long as we leave fighting to our allies we should be able to get through here much faster, which in turn means fewer sludges get to spawn.




It also means that anybody standing behind us will get set on fire. They knew the risks when they signed up.



The first screen we move onto is another quiet one, with no liquids reacting with the soup. Our allies are smart enough not to move adjacent to a spore-emitting mushroom, so we just rocket on to the next screen.




This screen does have some sludges coming, but thankfully they're spawning on the left side of the map and the road curves to the right.



With the bonus movespeed from our boots, we make it past before too many sludges can spawn.




We make it to the final map. We can see a slime weep pouring into the river right by the entrence, so we know some slimes are on the way, so we want to get to Klanq asap.




Klanq doesn't have doors, so you need to cut your way into their house. The pope walls off the wall we attacked, in order to make sure it doesn't run away.



And with that, we finally meet the fungi themselves. This run was much easier, partially because of how much faster we moved but also in big part because the path didn't loop back on itself.












As tempting as it is to tell Klanq to puff off, we do need his help.



We go with our right arm. We only need one arm slot to wear our force bracelet, and the other isn't doing anything too important.








Our arm now has a bit of Klanq growing from it. On the bright side, a little bit of Klanq's intelligence leaks through to us while it grows there. On the negative side, we can't equip anything else, we'll take damage from fungicide gas, and the Consortium hates us even more.



We've gained an ability to puff Klanq's spores, and he'll remove our growth if we spread them around Qud for him. The objectives for this quest are randomly chosen, and you need to clear 4 of 6 to succeed. Let's look at what we need.

  • Syphon Baton: Syphon Batons are a mid-tier artifact, it's a melee weapon that drains battery charge from what you hit. This one isn't hard per se, but it's difficult to hunt one down deliberately. Our best bet might be to keep checking with Jacobo and Sparafucile until one of them sells the data disk and building one ourselves, but there's no telling how long that could take. Or we might get lucky and find one randomly.
  • Golgotha: Is basically a freebie. We don't even need to head below the surface, we can just puff in the jungle on ground level and it'll count.
  • Clactobelle's Corpse: Um. I don't think this is supposed to be an option? Clactobelle is a pet from a mod I have installed, she's a moth chef who can comment on all the cooking ingredients you find. I'm pretty sure this is impossible without console commands.
  • Sleep Gas Grenade Mk: II: We don't know the recipe for these, but they're not rare or anything. I think there's a grenadier in the stilt? If so we can probably buy him out until we find one.
  • Clay Pitcher: Finding one that is specifically a clay pitcher, rather than a clay jug or a glass jar or some other decorative liquid container might be a little annoying, but this one shouldn't be hard.
  • Succulents: There should still be some in the stilt from when someone used burgeoning during the fight.

So a little more aimless than the quest can sometimes be, but not too bad. We can grab Golgotha and Succulents easily, then keep our eyes peeled for the grenade, baton, and pitcher. We don't need our arm slot back urgently, and the Consortium want to kill us on sight even without fungi growing on us, so it's fine if we don't clean this up right away.

But removing Klanq can wait. Before that we need to tell Barathrum of our success, and before that we need to sleep off the shrooms so the screen stops wobbling.





Time for a long, relaxing sleep.



The pope...





The pope, I know you've got to practice your sermons, but could you maybe not do it right next to my bed??



We wake up but the mushrooms haven't worn off yet, so we go right back to bed.





Alright, now we're good.




We can probably blame the troll foal on the templar. Also, hey, Q-Girl is here too, let's see if she has anything interesting to say.





Oh, we forgot to actually pick up Q-Girl's blueprints to give to Klanq. It's a good thing this step is completely optional.













It's finally time to enter the Tomb of the Eaters itself. We're in the endgame now.



Our reward for clearing rainbow wood is a quantum mote. They occupy the floating nearby slot and give off light just like a floating glowsphere, but also give a nice little boost to defense on top of it. We equip it right away.





Alright, everybody except Minmo? It's been fun, but you guys should stay here and, uh, guard Barathrum in case the Templars return. Minmo and I will handle the tomb ourselves.



We head back upstairs. Let's see what everybody has to say about our new quest.



Dardi?






Hortensa?






Iseppa?






Sparafucile and Jacobo?











Finally, Mafeo? (Neek doesn't have a dialogue option for the tomb)




Glad to see someone believes in us.



While we're here we use the credit wedge we picked up in the woods to get a couple more license points, and install some pistons in our legs. With these we can jump much farther, which might be useful in the tomb.



We head for Ezra, and find some ruins along the way. Usually I don't cover these in the LP, since they tend to just be a couple of random enemies and books without anything of interest, but this time we got a pretty rare find.




Sultan relics like this aren't quite as powerful as they might look at first glance, but it's still a nice item to have in our back pocket.



We arrive in Ezra. We need to visit the graveyard, but it's unlikely that Sixshrew will let us pass.



The villagers like us, but the village goats are furious to see a water-ritual-violating scumbag in their midst. Minmo preemptively kills them.




Yep, Sixshrew has a force bubble, and xe's pissed. Xe uses burgeoning to grow a bunch more hostile plants, although unlike xem they're all immobile.



We lure xem down south. The villagers of Ezra are still friendly with us, and I'd like to avoid collateral damage and keep it that way.



It turns out Sixshrew also knows confusion, so we don't end up shooting xem ourselves, but Minmo is immune to confusion so you can probably guess how things went.



RIP in Peace



Now we just need to clean up the plants he summoned. Since they're all immobile it should be pretty easy...



...even if the tumbling pods are a little annoying.



All good. Let's speak with the man brooding by the graveyard.













The mopango are, thankfully, only slightly negative towards us, so we should still be able to talk with them normally.



In the graveyard we find one grave off by itself, surrounded by flowers.




On it, we find the Mark of Death.




We tattoo our arm, but instead of the usual tattoo description we enter the sequence from Rebekah's grave. This is randomized each run, so you can't cheat by knowing it from last time.





We permanently mark ourselves with the Mark of Death.



And get a fun sprite recolor as a side effect! This is the other use of the tattoo gun, you can change yourself and others' default pallets.



At the Omonporch we can see that some Barathrumite tinkers have set up shop.




They're getting things ready here, but we still need to do our part.




The Life Gate is still shut tight. If there's a way to open it, it's been lost with the Eaters.






The Death Gate opens for us, and we set foot in the Tomb of the Eaters.

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.
I adore the Tomb. The tomb is a ton of fun to play in and the first time I did was probably one of my favorite roguelike experiences ever. It's a blast.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
The music in the Tomb fucks so hard.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
The Tomb is basically the point in the game where all the gloves come off.

There are a lot of bullshit enemies that, up until Tomb, are either restricted to procedurally generated areas deep underground away from the main quest line, or are used very sparingly and with intent. Tomb, conversely, will throw permanent stat drain, item destruction, item stealing, hostile forced mutation, and more at you -- some of it from standardized enemies unique to the dungeon, others because it draws from a much wider pool of random spawns.

It contains tantalizing clues about the background lore of Qud and what happened to the world and its inhabitants, and some very suggestive (if biased) information on the character of the, uh, controversial figure of Resheph.

It is also incredibly funny, particularly if you make it through to the end, for reasons I wouldn't dare spoil.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Tuxedo Catfish posted:

The Tomb is basically the point in the game where all the gloves come off.

There are a lot of bullshit enemies that, up until Tomb, are either restricted to procedurally generated areas deep underground away from the main quest line, or are used very sparingly and with intent. Tomb, conversely, will throw permanent stat drain, item destruction, item stealing, hostile forced mutation, and more at you -- some of it from standardized enemies unique to the dungeon, others because it draws from a much wider pool of random spawns.

It contains tantalizing clues about the background lore of Qud and what happened to the world and its inhabitants, and some very suggestive (if biased) information on the character of the, uh, controversial figure of Resheph.

It is also incredibly funny, particularly if you make it through to the end, for reasons I wouldn't dare spoil.

Tomb is GREAT, absolutely Great, also by far the largest dungeon we will have seen in this lp, being the size of an entire parasang rather than the middle square (which is the spindle and you cannot enter there normally)

You can also get some really really good stuff if you are willing to throw some serious hands with some serious bullshit that can just end you regardless of your mad skills.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
The Null Face is the best face simply for the conceptual coolness of it.

verbal enema
May 23, 2009

onlymarfans.com
For the record ive had to tattoo a "fish" symbol on me twice in back to back runs

verbal enema
May 23, 2009

onlymarfans.com
Also Snake Maze I'm serious you are literally keeping this LP alive idk when I can get a new comp so for all intents and purposes this is your LP

...for now

prisoner of waffles
May 8, 2007

Ah! well a-day! what evil looks
Had I from old and young!
Instead of the cross, the fishmech
About my neck was hung.

Angry Diplomat posted:

The Null Face is the best face simply for the conceptual coolness of it.


I think the whole succession of masks (Kesil, Shemesh, Earth, Levant, Olive, and Null) seems to trace the shrinking of the influence of the Sultanates.

I interpret it this way:
  • Kesil seems to imply that the influence of the oldest Sultanate extended out into the galaxy;
  • Shemesh implies influence over the local solar system;
  • Earth implies influence over the globe (influence shrinking from the local solar system could _perhaps_ be correlated to a disabling of the space elevator known as the Spindle?);
  • Levant implies influence limited to approximately the world map of the game;
  • Olive implies influence limited to a smaller region centered on the Spindle and the Tomb?
  • Null implies the end of the sultanate.

Narrative sources seem to suggest that the Eaters (and/or the Sultanate) were put under an injunction, which sure sounds like a single event that would diminish the Sultanate's sphere of influence; this doesn't sound like the multi-step loss I interpret from the masks: losing access to the galaxy, but retaining access to the solar system; losing access to the solar system, but maintaining dominion over the Earth; etc. etc.

verbal enema
May 23, 2009

onlymarfans.com
I play this game like elden ring

I'm just here to kill poo poo find cool stuff and look at things

When someone points me in a direction and tells me to do a thing? You betcha

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

verbal enema posted:

Also Snake Maze I'm serious you are literally keeping this LP alive idk when I can get a new comp so for all intents and purposes this is your LP

...for now

*One month earlier*

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
But really, it's been a ton of fun and I never would have started a Qud LP on my own, so if anything I should be thanking you.

If anyone else wants to start posting their own playthroughs I'd say go for it, I'd love to see other people's runs too.

E Depois do Adeus
Jun 3, 2012


Nobody has better respect for intelligence than Donald Trump.

Snake Maze posted:

But really, it's been a ton of fun and I never would have started a Qud LP on my own, so if anything I should be thanking you.

If anyone else wants to start posting their own playthroughs I'd say go for it, I'd love to see other people's runs too.

I'm loving this LP so if I ever get Steam and a computer capable of running this, I'llpost ny first blind attempt. I've played a ton of Nethack and Sil so I think I understand the basics.

verbal enema
May 23, 2009

onlymarfans.com

Snake Maze posted:

*One month earlier*



BASTARD!!!

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

prisoner of waffles posted:


I think the whole succession of masks (Kesil, Shemesh, Earth, Levant, Olive, and Null) seems to trace the shrinking of the influence of the Sultanates.

I interpret it this way:
  • Kesil seems to imply that the influence of the oldest Sultanate extended out into the galaxy;
  • Shemesh implies influence over the local solar system;
  • Earth implies influence over the globe (influence shrinking from the local solar system could _perhaps_ be correlated to a disabling of the space elevator known as the Spindle?);
  • Levant implies influence limited to approximately the world map of the game;
  • Olive implies influence limited to a smaller region centered on the Spindle and the Tomb?
  • Null implies the end of the sultanate.

Narrative sources seem to suggest that the Eaters (and/or the Sultanate) were put under an injunction, which sure sounds like a single event that would diminish the Sultanate's sphere of influence; this doesn't sound like the multi-step loss I interpret from the masks: losing access to the galaxy, but retaining access to the solar system; losing access to the solar system, but maintaining dominion over the Earth; etc. etc.


If the loss of access was much more of a war then it implies a loss of territory in the second sultanate forced back to the solar system, during the third sultanate they were defeated and exiled to earth alone with the loss of the stars, In the fourth sultanate the empire fractured into many territories. !some of these are mentioned in the books and the three arcologies of the true kin would be amongst them since none of the three are in the local map! During the time of the 5th sultanate they were nothing much more than a rump state living in the ruins of former lost glory.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

AtomikKrab posted:

If the loss of access was much more of a war then it implies a loss of territory in the second sultanate forced back to the solar system, during the third sultanate they were defeated and exiled to earth alone with the loss of the stars, In the fourth sultanate the empire fractured into many territories. !some of these are mentioned in the books and the three arcologies of the true kin would be amongst them since none of the three are in the local map! During the time of the 5th sultanate they were nothing much more than a rump state living in the ruins of former lost glory.

It could also have been a systemic collapse after some critical element was lost. Like the whole point of Eater society is gratuitous decadence only possible so long as they have effectively infinite energy and resources available. Like if they were casually magicking up alternate universes in order to stripmine entire galaxies for material input, but someone tried to misuse that power and it was forcibly embargoed, then what would follow is a staggered decline as now-limited resources get redirected toward the center of the empire.

dead gay comedy forums
Oct 21, 2011


tomb of the eaters absolutely rules so hard goddamn

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus



We start off by taking care of something I forgot during our last batch of tinkering. EMP grenades are one of the few things that could get past our force bracelet, but now that it's shielded we don't need to worry about it.






The entryway ends in rubble before long.



To the south is the remains of a camp left behind by some other explorer, and a narrow path leading into the walls.





Following the path leads to a narrow hallway underground.






The walls are littered with graffiti. We follow the hallway as it turns north...




And are immediately greeted with a wall of bone. Welcome to the Tomb of the Eater!
https://www.youtube.com/watch?v=eVy1C4WS9W8&t=4034s





We dig in and get our first real look at the area, as well as an enigmatic message in the log.

The tomb is a massive dungeon with multiple areas, so we won't make it all the way through in one update. Our goal for right now is to try and find the Mopango settlement we were told about, since they're somewhere on this floor.




Heading north, we run into the enemy Sparafucile told us about. Cupolas will try to engulf you and then digest you while you're trapped. You can still do melee while engulfed so depending on your build they might not be a threat at all.




This one tries to engulf Minmo, but locking her into a 1 on 1 melee deathmatch is not actually a winning move.




The experience is so inspiring we name our freeze ray after it.




There's a robot around the corner, but he's friendly since we have the mark of death on us. If you sneak in here without the mark of death they'll be hostile instead.



The graverobbers here are usually neutral to the player, but apparently our reputation is low enough that they attack on sight instead. They're not too dangerous but they do tend to have a couple random grenades, so we'll want to be careful.



This one just had a glitter grenade, which is actually not as much of a joke as you might think. Lasers and other light-based projectiles just bounce off of glitter clouds, so we can't shoot anybody on the far side of one with our current guns.




Heading north, we're interrupted by a warning indicator popping up around us.



Fulcrete catapults aren't a big deal on their own, since they telegraph their attacks and leave you time to get away, but if you can't move for some reason (like, say, being engulfed by a cupola) they become much more dangerous.



In addition to the raw damage, they also punch a hole in the floor where they hit.



There's a second one around the corner. Thankfully the hallways here are wide enough that we don't need to worry about getting blocked off.




120 rounds left until the Bell of Rest, whatever that means.




We keep heading north. Unlike most dungeons, the Tomb occupies the entire 3x3 grid, rather than a single screen.



We get interrupted by one of the rarer creatures of the area: a Rhinox! Rhinox have an extremely powerful charge attack, although like the fulcrete launch it's telegraphed a turn in advance. We step out of the path.




Minmo eats the hit and gets slammed into the wall, but eviscerates the rhinox in return.



Time is almost up. We take a couple more steps, and then:




We're suddenly somewhere else.

This is the gimmick to the tomb. Each floor has a number of resting places, and every 300 turns you get teleported back to one (if you have the Mark of Death on you). It discourages you from just hitting 'rest until healed' after every fight like you might be used to, at least if you're trying to make progress. Since we're currently just wandering aimlessly for sidequest stuff it doesn't matter too much, it just makes us take a more scattershot path.







The screen left of the resting place we got teleported to doesn't have much going on so far.




Up north is a narrow, 1-tile wide hallway. We fight an ickslug on our own, but he manages to bite us for 2 damage. Whenever we take damage there's a chance our Klanq growth will emit a cloud of spores, and since Minmo gets caught up in the cloud...



Klanq ends up colonizing one of her psuedopods. drat it Klanq! That wasn't part of the deal!
(For some reason she unequipped all of her gear when the fungus grew but it's only blocking a single hand slot. She put the rest back on afterwards)



We took long enough there that the bell rung, and we're returned to another resting place.




We're still mostly just wandering aimlessly for now. The mopango village tends to be in the upper left, but since we don't know where we get teleported after the bell rings (and since there's other things on this floor we want to find too, even if we haven't been told about them yet) we may as well just fill out all the maps.




The next screen over has a stairwell teleporter. This floor will have a couple of them scattered around, to make it a little easier to find the exit. We could step in right now and move on to the next phase of the dungeon if we wanted.



Just south of that is one of the people we were looking for. K-Goninon is a legendary ooze who always shows up on this floor. He can be a deceptively dangerous opponent - he uses the same strategy as the rest of the oozes, but he has a lot more health. If you've been relying on just getting engulfed and winning the damage race, you might find that K-Goninon ends up outlasting you.






Not even Minmo's absurd damage output is enough to kill him in one round.




K-Goninon drops the repulsive device when he dies. We don't know what this is for, yet, but we'll hold on to it.




We keep heading north, and pass by another exit teleporter.




We take out the turrets, and get recalled once again.



Nothing much to the upper left, so we double back and explore to the right of the area we were recalled to.



Minmo ran off on the upper path, while we took out the graverobber on the lower path.



With our force bracelet and guns, the graverobber is easily dispatched. Little did we know that tragedy was only moments away...





Minmo is gone.







There's a lot of ickslugs and a thick cloud of spores to the north. They killed Minmo, but with our force bracelet on they can't hurt us at all.

Ickslugs can actually be pretty dangerous if they manage to surround you. Their attack only does 1d3 damage, but it's vibro, so it ignores your armor, and they have swarmer so they get 1 more penetration for each one adjacent to you. A full group of 8 will be doing over 50 damage per turn, regardless of how good your AV is, and if you can only kill one per turn replacements can fill the gap long enough for you to take a lot of damage. I'm guessing Minmo charged forward, got completely surrounded, and got worn down before she could take the swarm out.

(It's also possible the AI just got tunnel vision and didn't fight back because it was waiting for a path to open up to an enemy farther away - sometimes they're dumb like that)



Minmo didn't leave a corpse, but we can tell where she died by the massive pile of stuff she was carrying for us.



We never gave Minmo a named sword, so she must have named this one herself when she leveled up. We have to leave most of this stuff behind, but we take the sword as a memento.



On the next screen we see a very unique looking creature.



We're basically doing the whole quest backwards at this point. Ordinarily you would go to the Mopango village, and they would tell you about the repulsive device and how to use it. There are four creatures in the tomb who have been trapped in their own bodies like Dagasha here. Each one gives you a unique reward if you help them, but there's four of them and only one repulsive device, so you have to choose. (The repulsive device is one of the very few items that cannot be duplicated with polygel)

Ordinarily I would want to do things in order, but we already have the device and Dagasha is the one we want to free anyway, so we'll just take care of it now.








Our reward is Dagasha's spur, a unique helmet that gives teleportation to your followers.




There's some interesting lore implications behind the four creatures you can help here, and who this "betrayer" might be, although we only have a quarter of the story right now.

Unfortunately, Dagasha's spur weights 30 pounds, which is way too much. Our strength is pretty low and our guns are pretty heavy so we've really been relying on Minmo to help carry things up until now. We're going to have to organize our inventory and drop everything we can.




We recoil back to down, drop everything we don't need, and cook up a meal.

Even with the absolute bare minimum of items, we still only have about 30 pounds of carry capacity to play with. The tomb will have to go relatively un-plundered for now.



We head back in.

Next time: The Mopango, and the middle layers of the tomb.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Minmo!! :negative:

Brandon Proust
Jun 22, 2006

"Like many intellectuals, he was incapable of scoring a simple goal in a simple way"

:negative:

BraveLittleToaster
May 5, 2019
Minmo is down, all hope is almost lost. RIP. :negative:

titty_baby_
Nov 11, 2015

Tbh i felt like minmo trivialized then run too much

dead gay comedy forums
Oct 21, 2011


titty_baby_ posted:

Tbh i felt like minmo trivialized then run too much

yet caves of qud being caves of qud managed to slosh even the minmo :smith:

DGM_2
Jun 13, 2012
We have a nuke. Extract the appropriate vengeance.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
in the many many pseudopods of an angel....

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?
Only the goo ones die young.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Caves of qud can kill you instantly in so many ways, ways you don't even realize, RIP Minmo, but hey we can now pick up some other stuff, like our own conservator

Evil Fluffy
Jul 13, 2009

Scholars are some of the most pompous and pedantic people I've ever had the joy of meeting.
If Minmo was killed by an army it sounds like the solution is to (re)recruit your own army. :black101:

biosterous
Feb 23, 2013




minmo will grow strong and healthy in ooze heaven

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Evil Fluffy posted:

If Minmo was killed by an army it sounds like the solution is to (re)recruit your own army. :black101:

While proselytizing a Snailmother is certainly possible, I can whole--heartedly assure you that having a Snailmother companion produces infinitely more annoyance than it's worth

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verbal enema
May 23, 2009

onlymarfans.com
Time for Slog to come back

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